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VALORANT Patch 2.06; Agent & Weapon Changes + HRTF

News

30 Mar 2021

Nathan Bonello

Today, Riot Games have just released the patch notes for the new VALORANT update. Here is everything you need to know about VALORANT ‘s Patch 2.06:

VALORANT Patch 2.06 – Agent Changes

First up, we’ve got multiple changes coming to neglected agents within VALORANT. The majority of changes go towards Viper, which has been in the game since it’s release, but we’ve never got to see her full potential in competitive play. Yoru is also receiving a couple of changes, mainly involving his visual utility. Here are the Agent changes:

Viper

Toxin – Passive

  • Enemies that cross through Viper’s Poison Cloud, Toxic Screen, or Viper’s Pit are instantly inflicted with a minimum of 50 decay. Their decay level increases the longer they remain in contact with toxin.
  • While in cloud, Decay over time decreased from 15 to 10
  • When out of Viper’s cloud, delay before health regen decreased from 2.5 to 1.5

Poison Cloud – Q

  • Can now immediately be redeployed when picked up, but grants a temporary charge instead of a permanent charge
  • If active when Viper dies, Poison Cloud now remains up for an additional 2 seconds, or until Viper runs out of fuel.
  • Pickup distance increased from 200 to 400

Toxic Screen – E

  • If active when Viper dies, Toxic Screen now remains up for an additional 2 seconds before deactivating
  • Full blind distance from the wall increased to better match the blind distance from the edge of smokes

Snakebite – C

  • Equip time decreased from 1.1 to 0.8

Yoru

Blindside – Q

  • Flash activation time decreased from 0.8 to 0.6 seconds
  • Flash duration increased from 1.1 to1.5

Gatecrash – E

  • Gatecrash is no longer refreshed on kills and is instead replenished every 35 seconds
  • Lifetime of the Gatecrash fragment increased 20 seconds >>> 30 seconds
  • The range at which the Gatecrash fragment is revealed from stealth decreased 7m >>> 4m
  • Visuals for visibility range added to the moving fragment

Dimensional Drift – X

  • Ult Points reduced from 7 to 6
  • Yoru can now reactivate Gatecrash while in Dimensional Drift

Killjoy

Nanoswarm – C

  • Killjoy can now pick up deployed Nanoswarm grenades during the buy phase to get the charge back

Weapon Updates

BUCKY

  • Primary fire bullet spread decreased from 3.4 to 2.6
  • Decreased spread on Alt-fire from 3.4 to 2.0
  • Updated damage curve for both primary and alt-fire
  • 0m–8m is 20dmg per pellet
  • 8m–12m is 12dmg per pellet
  • Beyond 12m is 9dmg per pellet
  • Reduced amount of pellets in a right click shot from 15 to 5

“We want to focus the Bucky more on it’s actual primary firing mode (left click) and make that the strength you try to optimize when choosing a bucky vs its alternate firing mode (right-click). The right click should be more of a tool you can use when you can’t get into that effective left-click range, or you just need some reliable chip damage. The spreads are reduced on both to increase reliability and smooth the damage curve. The alt-fire’s significant reduction in pellet count is a trade off to being able to extend the range as much as it does for a shotgun.”

Source

Competitive Updates

In this patch’s competitive updates, players are now able to view other player’s careers from the in-game leaderboard. All you need to do is right click on a leaderboard entry, and you’re able to view their career and check out all their recent match details, including their Act Rank progress. If you are on the Leaderboard, but don’t want to show who you are, you can toggle Secret Agent on.

HRTF – Head Related Transfer Function

Another interesting addition in this week’s update is HRTF (Head Related Transfer Function). HRTF uses a profile based on a single set of measurements, and may not feel natural at first to all listeners depending on how closely the profile matches their own measurements. Here’s an example of the comparison between HRTF being off or on:

“We encourage users to give HRTF a few tries as it may take some getting used to. Focused ear training outside a high pressure game environment may pay off in better ability to interpret the HRTF processing. We suggest a custom game or training for this!”

Source

Very interesting changes in this week’s patch, especially the HRTF function. Audio is extremely important, especially in an intense 5v5 FPS. Seeing that Riot is prioritizing such features for their community is great to see, and shows that they care about the game they developed.

Visit www.esportsguide.com for more esports news!

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